Reality is optional

Fewer restrictions. More control. Real-time results.

Whether in-camera, in-engine, or in code, creating exactly the tools and content you need.

  • Pacing, narrative flow, talent direction and the dozens of micro-decisions that make a live production feel intentional rather than reactive, handled as control room producer for streaming and television. Concept-to-camera execution for brand films and short-form work, directed with a producer's instinct for how the piece will actually land. Both sides increasingly informed by data: viewership patterns, retention curves and A/B results from previous campaigns and broadcast cycles feeding back into creative choices. Content built to perform, not just to look good in the edit.

  • The technical and data backbone of live operations, whether the show is traditional, virtual or somewhere in between. Multicam direction and switching, PTZ systems, SDI and NDI workflows, IP-based production, signal routing, real-time graphics, telemetry and operational data integration, vision mixing across complex shows. Tracked cameras, real-time engines like Unreal, photogrammetry-based environments and dynamic scenes increasingly woven into the same pipeline, deployed not only in studio commercials but for sports broadcasts, live events and brand activations where audiences expect more than a static backdrop. Virtual elements designed to extend a broadcast pipeline rather than disrupt it, with creative decisions happening live instead of in post.

  • Building native applications for spatial computing, with a current focus on Apple Vision Pro and open to other platforms as the field evolves. On visionOS, working in Swift, SwiftUI and RealityKit across the full stack: windowed apps, volumetric content, immersive spaces and shared experiences via SharePlay. Unity and Unreal in the toolkit for cross-platform work and for AVP projects where the engine-based approach fits better than native, depending on what the project actually needs. Typical work spans real-time data visualization, internal company tools & training, media control surfaces and bespoke interfaces for environments where off-the-shelf software falls short. Comfortable working in agile setups (PSM1 certified) or whatever process the team already runs.

    Beyond client work, ongoing research into how spatial computing can support situation awareness and operator decision-making in mission-critical environments, with a current focus on space operations and next-generation mission control.

  • Strategic and technical advisory across all of the above. Workflow conceptualization for productions that combine traditional broadcast, virtual production and XR elements, including pipeline architecture, software & hardware selection and crew structure before a single frame is shot. Technical supervision on set or in the control room for complex setups: camera tracking, real-time engine integration, signal flow between virtual and traditional systems, and the debugging that comes with it. For clients exploring XR or spatial computing without a clear entry point, structured assessments of where the technology actually pays off versus where it adds cost without benefit. Independent of any vendor or platform, with recommendations based on what fits the project.

It started with Jurassic Park. Not the dinosaurs, but the way those worlds felt real. As a kid, I wasn't dreaming of acting in them; I was dreaming of building them. That sense of awe turned into a drive to understand how things are made, frame by frame, layer by layer.

Nearly a decade later, I work at the edge of real and imagined spaces. As a control room producer and broadcast engineer, I've spent years responsible for the technical and data infrastructure behind live operations across global broadcast and streaming. Over the past five years, I've shifted progressively into spatial media. It started with virtual production that blends physical and virtual environments, and now I develop XR applications across industries, including consulting on immersive workflows for clients outside traditional media.

My current research explores how spatial computing can support situation awareness and operator decision-making in mission-critical environments, with a specific focus on space operations and next-generation mission control.

Whether it's a traditional shoot, a live multicam setup, or a fully virtual scene, I build workflows that keep ideas flowing and productions moving. Sometimes with my own team, sometimes as part of yours. That work has taken me across Europe, Asia, and North America, learning behind the scenes from some of the world's leading studios and broadcasters.

Based in Cologne, Germany. Currently probably somewhere else. Creating content and tools worldwide for projects that don't just fill time.

Your Vision,
My Expertise